ue-gas-effect-builder

Generate Unreal Engine Gameplay Effect assets and C++ configurations for GAS.

1|1|Updated Dec 1, 2025
One-click install
npx skills add https://github.com/sipherxyz/universal-ue-skills --skill ue-gas-effect-builder-sipherxyz
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ue-gas-effect-builder
Source: https://github.com/sipherxyz/universal-ue-skills/tree/main/skills/ue-gas-effect-builder
Command: npx skills add https://github.com/sipherxyz/universal-ue-skills --skill ue-gas-effect-builder-sipherxyz

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill streamlines the creation of Gameplay Effect assets in Unreal Engine, simplifying the process of defining buffs, debuffs, damage, and other status effects.

Core Features & Use Cases

  • Configurable Effects: Define effects with varying durations, modifiers, stacking behaviors, and tags.
  • Code Generation: Provides examples for C++ class generation and guidance for Blueprint assets.
  • Use Case: Quickly generate a "Burn" effect that deals damage over time, stacks up to 3 times, and applies a "Burning" tag to the target.

Quick Start

Use the ue-gas-effect-builder skill to generate a C++ class for an instant damage effect named "GE_Damage_Physical".

Frequently Asked Questions about ue-gas-effect-builder

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a Gameplay Effect in Unreal Engine that handles damage over time and stacking?

To create a Gameplay Effect for damage over time, define a duration-based effect with periodic application intervals, configure stacking behaviors to accumulate counts, and apply modifier attributes to reduce target health.

How does the Gameplay Ability System manage different effect durations like instant, infinite, and duration effects?

The Gameplay Ability System manages effect durations by allowing instant effects for immediate attribute changes, duration effects that expire after a set time, and infinite effects that persist until explicitly removed.

Can I generate C++ class configurations for buffs and debuffs using the Gameplay Ability System?

Yes, you can generate C++ class configurations for buffs and debuffs by defining the specific modifier magnitudes, duration policies, and required Gameplay Tags within your custom Gameplay Effect class implementation.

What is the best way to apply a Burning status tag to a target using a Gameplay Effect?

To apply a Burning status tag, configure a duration or infinite Gameplay Effect to grant the specific Gameplay Tag to the affected target, ensuring the tag persists while the active effect remains applied.

Do I need Blueprint assets or C++ classes to configure Gameplay Effect modifiers in Unreal Engine?

You can use either approach: Blueprint assets provide a visual interface for configuring modifier magnitudes and tags, while C++ classes offer programmatic control over complex Gameplay Effect behaviors and stacking logic.